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bLaCkdEMOnChL
19th August 2014, 22:35
Hi,

I want to add Killtriggers to map, but apparently I'm doing something wrong, that is not the death of the player running to jump on aggregate area, I hope you can help me.

• Image: http://puu.sh/aT4aG/a3d9fc487d.jpg

• Maps: http://fastdl.bdemon.com/zzz_mp_tripoli.iwd

• Coordinate taken with viewpos:


main()
{
maps\mp\_load::main();


game["allies"] = "british";
game["axis"] = "german";
game["attackers"] = "allies";
game["defenders"] = "axis";
game["british_soldiertype"] = "africa";
game["german_soldiertype"] = "africa";

setCvar("r_glowbloomintensity0", ".25");
setCvar("r_glowbloomintensity1", ".25");
setcvar("r_glowskybleedintensity0",".3");

if(getcvar("g_gametype") == "hq")
{
level.radio = [];
level.radio[0] = spawn("script_model", (1173, 1909, 64));
level.radio[0].angles = (0, 0, 0);
level.radio[1] = spawn("script_model", (306, 1831, -146));
level.radio[1].angles = (0, 0, 0);
level.radio[2] = spawn("script_model", (-1498, 2110, 16));
level.radio[2].angles = (0, 0, 0);
level.radio[3] = spawn("script_model", (-1203, 836, 8));
level.radio[3].angles = (0, 0, 0);
level.radio[4] = spawn("script_model", (-640, -831, 104));
level.radio[4].angles = (0, 0, 0);
level.radio[5] = spawn("script_model", (-123, 1035, -47));
level.radio[5].angles = (0, 0, 0);
level.radio[6] = spawn("script_model", (1704, 309, 8));
level.radio[6].angles = (0, 0, 0);
level.radio[7] = spawn("script_model", (890, -214, 0));
level.radio[7].angles = (0, 0, 0);
}

if (getcvar("scr_remove_killtriggers") == "" || getcvarint("scr_remove_killtriggers") < 1)
{
level.killtriggers[0] = spawnstruct();
level.killtriggers[0].origin = (-1616, 300, 167);
level.killtriggers[0].radius = 16;
level.killtriggers[0].height = 167;

level.killtriggers[1] = spawnstruct();
level.killtriggers[1].origin = (-1529, 300, 162);
level.killtriggers[1].radius = 16;
level.killtriggers[1].height = 162;

level.killtriggers[2] = spawnstruct();
level.killtriggers[2].origin = (-1462, 300, 168);
level.killtriggers[2].radius = 16;
level.killtriggers[2].height = 168;

if (getcvar("g_gametype") != "strat")
thread maps\mp\_killtriggers::init();
}
}

Peterlankton
20th August 2014, 00:58
Using viewpos does not always give you the right coordinates. I can't tell you why that is, but it troubled me in the past as well.
Anyways, this should do the trick.



level.killtriggers[0] = spawnstruct();
level.killtriggers[0].origin = (-1616, 300, 87);
level.killtriggers[0].radius = 32;
level.killtriggers[0].height = 87;

level.killtriggers[1] = spawnstruct();
level.killtriggers[1].origin = (-1529, 300, 87);
level.killtriggers[1].radius = 32;
level.killtriggers[1].height = 87;

level.killtriggers[2] = spawnstruct();
level.killtriggers[2].origin = (-1462, 300, 87);
level.killtriggers[2].radius = 32;
level.killtriggers[2].height = 87;

bLaCkdEMOnChL
20th August 2014, 04:29
Using viewpos does not always give you the right coordinates. I can't tell you why that is, but it troubled me in the past as well.
Anyways, this should do the trick.



level.killtriggers[0] = spawnstruct();
level.killtriggers[0].origin = (-1616, 300, 87);
level.killtriggers[0].radius = 32;
level.killtriggers[0].height = 87;

level.killtriggers[1] = spawnstruct();
level.killtriggers[1].origin = (-1529, 300, 87);
level.killtriggers[1].radius = 32;
level.killtriggers[1].height = 87;

level.killtriggers[2] = spawnstruct();
level.killtriggers[2].origin = (-1462, 300, 87);
level.killtriggers[2].radius = 32;
level.killtriggers[2].height = 87;


works very well, thank you very much.

bLaCkdEMOnChL
20th August 2014, 16:46
One last question, how to get radius and height?

Ni3ls
20th August 2014, 18:08
Just try some stuff;) If u prone and do /viewpos and then stand and do /viewpos you know the height of a player. Use that as measurement ;)

Peterlankton
20th August 2014, 18:11
Try it out. The radius depends on how wide you want the trigger to be and the height on how high you want it to be.